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Re: [DL] Re: hucksters
Time for my $.02
>AHHH! I adore hucksters.
Amen....
>I've found munchkins don't tend to play hucksters very long because they
>hurt themselves too often. Whereas a 2 Fisted, 2 Gun Kid with speed draw 5,
>speed load 5, 6 speed load cylinders and a shootin' of 5 rarely hurt
>anything but whatever they're shootin' at. Hell, I've munchkined characters
>for Overawe before (5d12+8 starting out), but can't find a way to make a
>huckster that never takes backlash.
I also agree with the above. Munchkins avoid hucksters cause they don't
have consistent damage capability. The huckster in the posse that I marshal
for can never get damage over wind for her soul blast. Hucksters seem to be
an all or nothing character. I don't like the Soul Burst hex though, I
always thought of them as a one on one character not and area of affect D&D
mage.
The biggest Munchkins I've encountered are people with Harrowed characters.
I was in a group with one, as a player, upon becoming undead he bought
Supernatural trait: Spirit 2 (3d12+2), Supernatural trait: Deftness 1
(4d12+2), and can't remember the name but the one that gives extra action
cards. As you can see he was very much the "I Kill IT!!!" school of though.
This guy promptly bought up S.T.:Spirit to gain total control in little
time, then went on to buy up the other two. Soon this guy was Death on 2
legs. This guy made the game unfun for the rest of us. The thing is this
is not the only one of these that I have heard of either.
Jay